Gorilla Shaman

Gorilla Shaman

Creature — Ape Shaman

: Destroy target noncreature artifact with converted mana cost/mana value X.

Latest Decks as Commander

Gorilla Shaman Discussion

Mannu_1978 on Infinite Saheelis

2 weeks ago

man i forgot Gorilla Shaman ...

plakjekaas on Blue players

3 weeks ago

I've brushed up on my rules knowledge about layers, but the reason why that lock seems to work in the end, is not intuitive at all. That's a great one to start with, I guess. Breaking out of it would require any kind of mana, which is seemingly impossible to generate when you can't cast noncreature spells, can't use mana rocks in play, can't access lands, and can't use green or red. Gold Myr and its kin, or Blood Pet already in play can let you cast spells, but no Spirit guides, no Dryad Arbor , no Lotus Cobra , no rituals or fast mana, I haven't found a way to break the lock from scratch after it has been established, at least with Nikya of the Old Ways still under my control. An esper deck would need to deal with this on the stack, have bigger creatures or bigger mana value noncreature permanents in play to win the beatdown, or shuffle up for the next game. Although, one could chumpblock the Mycosynth Lattice (or something else with more than 5 power) with Nikya of the Old Ways in combat, and use Abolish afterwards, assuming combat is the way you'd win the game after locking the table.

Although it's equally tricky to have me overlook a Gorilla Shaman and a flippin' Borborygmos Enraged when I'm trying to Possibility Storm lock the table, to be fair.

RambIe on Blue players

3 weeks ago

@plakjekaas "I could, say, cast Silence , then Drannith Magistrate , equip with Lightning Greaves , cast Possibility Storm and cast an enchantment to spin into Overwhelming Splendor , but then you say you had a Cindervines in play, so now I have to correct that with Opalescence and Linvala, Keeper of Silence and an Enchanted Evening , just to be sure. So what did I not think of, and is it actually a card someone would play in commander?"
after having Possibility Storm hit the board everthing else is chance
So in response to your first p-storm trigger Gorilla Shaman - boots, Borborygmos Enraged - drann, I would leave p-storm on the board becouse i like that card, as for the rest i would wait till my turn and simian guide cast any instant spell. Becouse the odds of me getting a instant spell to break those enchantments in a gruul deck are better then you p - storming into that lock

PartyJ on Old School '99 EDH | Marton Stromgald

4 months ago

Hey Daedalus19876, long time no see :-)

A friend of mine is playing with the moxes in his deck. Truely great to witness, especially when I use Gorilla Shaman * Evil grin...*

In a multiplayer format, blue is dominant. But not too powerful yet. My Adun deck won the most games so far, since I can keep stretching my graveyard as resource and create the longest breath...

But the fun we have is priceless!

I missed these old days and in this household format we relive those moments.

I stopped playing altogether, until my group asked if we want to play this. Since then I am involved in this format a lot; as you can see by building this new deck today.

How are you doing?

mabakerbauer on pauper spirits

1 year ago

Thanks for the feedback Robster. The deck has gradually gone down from 4 Thief of Hope as I've been underwhelmed by the card in playtesting. One copy is enough to tutor for and gives me a wincon when I go infinite. I've found he is not that amazing to draw. I win in the late game against practically every deck, and the life gain is a bit slow. It's probably nice against delver and boros, but it seems useless otherwise.

When I was first making this deck it was more spirit tribal and I was considering all of those cards, but I've found that control is a better strategy, as I have infinite card advantage. As of now, the deck has only 16 spirits, and I end up sacrificing them a lot, and Petalmane Baku ends up eating kill spells. Distant Melody is incredible when it works, but so often I won't have many spirits. Brilliant Spectrum is safe as I will practically always have 4 different colors, and I can recur whatever I discard as I'm mostly just digging for a combo piece or interaction.

I think Shred Memory is better than Beckon Apparition as grave hate. Shred Memory can transmute or be transmuted for, and trading 1 for 4 is better than 1 for 1.

The spirit tokens are nice with Distant Melody, and Devouring Greed, but otherwise they might as well be any other token.

What you mention does seem like a really cool way to take the deck. Making a bunch of spirit tokens, using 2 or 3 Distant Melody and winning with one of the 2 or 3 copies of Devouring Greed. Triplicate Spirits could be super good with infinite grave recursion and costing essentially 0 mana. I didn't even think of that card while I was making this deck. Splash in a Mountain for Path of Anger's Flame and Gorilla Shaman. That would make Dizzy Spell worth including. I'll probably test that out eventually, but I feel this is better as it can win through loads of every form of interaction.

Flutterby415 on Rakdos Mortician Beetle

1 year ago

Maybe add some repeatable sac outlets? Carrion Feeder is an all star, Viscera Seer can help smooth out your draws. You absolutely need to add more lands. Bloodfell Caves are a good dual land. Cut some of the creatures, you have too many. I don't like Frostling as it is just a worse Fume Spitter I don't like Augur of Skulls either, it just seems way too slow. Kathari Bomber is just bad. Hissing Iguanar can provide value throughout the game and help win through board stalls. Slum Reaper is another cut I would make. You should add some more recursion, like Unearth and Death Denied . In the sideboard add some artifact removal Gorilla Shaman and add some number of Red Elemental Blast

SideBae on float like a gruul, stangg like a stangg twin

1 year ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

Load more